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179 lines
5.2 KiB
179 lines
5.2 KiB
#ifndef AA_SPRITE_H
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#define AA_SPRITE_H
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#include <tqvaluevector.h>
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#include "frame.h"
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/**
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* This class represents a on-screen character of some sort. These make up
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* the building blocks of the animation.
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*
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* You can use multiple frames of animation, but movement is not supported in
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* this class, try MovingSprite. If you use multiple frames, use
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* setFrameDelay to control the interval between frames, and use
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* setDieAfterLastFrame to set whether the animation should loop or cause
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* the Sprite to go away.
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*
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* Use kill() to get rid of a Sprite, do not delete it by yourself, as Screen
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* will do that as needed.
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*/
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class Sprite
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{
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protected:
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Screen* m_screen; ///< The Screen that we belong to.
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int m_currentFrame; ///< The current frame of animation.
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int m_x; ///< Our current logical x position.
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int m_y; ///< Our current logical y position.
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int m_z; ///< Our current depth.
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TQValueVector<Frame> m_frames; ///< Array of animation frames.
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bool m_isKilled; ///< True if we've been killed.
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bool m_killAfterLastFrame; ///< True if we should auto-kill after the last frame.
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int m_ticksSinceFrameChange; ///< Number of timer ticks since we last changed frame.
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int m_frameDelay; ///< Number of milliseconds to show a frame for.
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/**
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* Increments the animation timer.
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*
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* @return true if time has elapsed past m_frameDelay since the last frame
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* change.
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*/
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bool timerTick();
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public:
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/**
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* Construct a sprite without automatically adding it to \p screen.
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*
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* @param screen The Screen that the sprite belongs to.
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* @param x The x column position for the left edge of this sprite.
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* @param y The y row position for the upper line of this sprite.
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* @param z The depth of the sprite (0 is closest to screen).
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* @param frameDelay Amount of milliseconds to elapse between animation
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* frames.
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*/
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Sprite(Screen* screen, int x, int y, int z, int frameDelay = 100);
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/**
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* Destuctor. Does nothing at this point, present to ensure a continuous
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* line of virtual destructors.
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*/
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virtual ~Sprite()
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{
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}
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/**
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* @return true if this sprite can be involved in a collision with another
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* Sprite. The other sprite doesn't necessarily have to have this
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* also set to true.
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*/
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virtual bool canCollide() const { return false; }
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/**
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* Called when a collision occurs with *any* Sprite on-screen if canCollide()
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* returns true.
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*
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* @param sprite The Sprite that a collision happened with. It is safe to
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* kill() the Sprite, move it, etc.
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*/
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virtual void collision (Sprite *sprite)
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{
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}
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/**
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* Appends a frame of animation to the end of the current list.
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*
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* @param frame Frame of animation to add. It should be the same size as
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* the other frames already in the list.
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*/
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void addFrame(const Frame& frame);
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/**
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* Sets the amount of time to show a frame for.
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*
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* @param delay The frame delay, in milliseconds of time.
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*/
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void setFrameDelay(int delay)
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{
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m_frameDelay = delay;
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}
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/**
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* Sets whether this Sprite should automatically call kill() after the
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* last frame of animation has run.
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*
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* @param dieAfterLast If true, this Sprite will automatically call kill()
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* after its last frame has elapsed.
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*/
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void setDieAfterLastFrame(bool dieAfterLast)
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{
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m_killAfterLastFrame = dieAfterLast;
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}
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/**
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* @return The Screen this Sprite belongs to.
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*/
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Screen *screen() const
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{
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return m_screen;
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}
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/**
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* @return true if this Sprite is dead. If true, it will probably soon be
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* deleted by its Screen.
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*/
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bool isKilled() const
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{
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return m_isKilled;
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}
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/**
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* @return The depth of the Sprite. 0 is closest to the screen.
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*/
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int depth() const
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{
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return m_z;
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}
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/**
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* @return The rectangular geometry of this object in the Pixel coordinate
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* system.
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*/
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TQRect geom() const;
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/**
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* Erases this Sprite from its Screen, using the current animation frame to
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* form the clear mask. This should be called *before* any change which
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* will change the on-screen display of the object, such as motion or
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* animation changes.
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*/
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void erase();
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/**
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* Draws this Sprite onto the Screen.
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*/
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void paint();
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/**
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* Kills this Sprite. The parent Screen will delete this Sprite on the next
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* animation cycle.
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*/
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virtual void kill()
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{
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m_isKilled = true;
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}
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//main animation hook. Should return true + erase if something changed
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/**
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* Called when the current frame expires. This function needs to perform
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* any actions necessary to make sure that it is ready to be painted,
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* including calling erase(). You do not need to call paint() from this
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* function.
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*
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* @return true if the on-screen representation of this Sprite changed,
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* false, otherwise.
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*/
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virtual bool tickUpdate();
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};
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#endif
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